Microlite5E Second Release Microlite20 was written by Robin V Stacey in 2006 with the goal of being: a trimmed-down, subminiature version of [Dungeons & Dragons third edition] that has been designed to be quick and easy to play. The goal was to create a simpler game, but one where all of the resources of [D&D] (monsters, spells, adventures and equipment) could be used without conversion. Microlite5E is my attempt to do the same for Dungeons & Dragons fifth edition. It should make character creation very quick and reduce the number of fiddly bits that a player has to keep track of. Characters should be balanced with existing fifth edition characters and be able to complete normal fifth edition adventures. Changes: Microlite5E keeps all class features, but simplifies weapon and armour choices, replaces skills with broader proficiencies, reduces races to a single feature, prompts an optimal ability modifier array and discards ability scores to use modifiers only. It also comes with a two-page monster creation system that should make DMG-legal monsters. Chris Sakkas, 2014, based on the Dungeons & Dragons Player's Handbook, fifth edition. The below licence applies only to the original components of this work. This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/.
Creating a character Step one: Choose your class At this stage, just note down which class you've chosen. You'll write down the features of that class later. Write +4 in the key ability of your class and +3 in the secondary ability. Where two are given, choose one. Class Primary Ability Secondary Ability Barbarian STR CON Bard CHA DEX Cleric WIS STR, CON Druid WIS CON Fighter STR (melee), DEX (ranged) CON Monk DEX WIS Paladin STR CHA Ranger DEX (ranged), STR (two-weapon) WIS Rogue DEX INT, CHA Sorcerer CHA CON Warlock CHA CON Wizard INT CON, DEX Step two: Choose your race The name of your race is the name of your first skill. For example, a dwarf has the Dwarf skill, which he or she can use to identify stonework, recall dwarflore and determine how far underground he or she is. You also have advantage on saving throws applicable to your race. For example, dwarves get advantage to dodge boulders flung by giants and elves get advantage to resist sleep and ghoul paralysis. You also get one racial feature. Dwarf: +1 hit point per level. Resist poison. High elf: You know one arcane cantrip. Wood elf: No natural thing will restrain you. In addition, ignore difficult terrain from natural sources. In addition, you can hide in any lightlyobscuring natural surrounding. Dark elf: You can be dazzled by sudden bright light, giving you disadvantage in those circumstances. You can cast darkness 1/day. Halfling (Small size): You can hide behind any creature one size or more larger than you. Resist poison. Human: 3/day, advantage on a roll of your choice. Red dragonborn: 1/encounter, DEX save*; fail:2d6 (3d6 at 6 th, 4d6 at 11 th, 5d6 at 16 th ); success: half damage, 1d4+1 targets (DM chooses one, you choose the rest)
Forest gnome (Small size): You can talk to Small and smaller animals. You know the minor illusion cantrip. Rock gnome (Small size): If you have tools and time, you can create Tiny clockwork devices. Orc: Diehard 1/day (when you are reduced to 0 HP or below, set your HP to 1). Tiefling: Hellish rebuke 1/day. Resist fire. Aasimar: Healing word 1/day. Resist necrotic and radiant. Duergar: Enlarge/reduce (enlarge only) 1/day. Shadowfolk: Disguise self 1/day. Frogfolk (Small size): Jump 1/encounter. Breathe underwater. Gremlin (Small size): Automatically tell how any mechanical or magical device works and what it does. Blue goblin (Small size): You never need to eat, drink or breathe. Changeling: Your claws are always one-handed melee weapons that do 1d10 damage. Dhampir: Detect evil and good at will * All saves that you force creatures to make via your racial or class features use the same DC, which is your spell DC. Step three: Abilities From your class selection, two of your six abilities will be assigned. You can distribute +2, +1, +0 and -1 among the other four abilities. Step four: Class, again Write down your class features, etc., on your character sheet. You are proficient in a skill called your class name. For example, a barbarian has the Barbarian skill, which he or she can use to survive sub-zero temperatures, scare puny mortals, etc. You get the class's class features, as usual, including spells. Armour indicates the heaviest armour you can wear; you can also wear lighter armours. Class HP at 1 st HP at each additional HD Proficient in Armour Barbarian 12+CON +7+CON d12/level CON, STR Medium, shield Bard 8+CON +5+CON d8/level DEX, CHA Light Cleric 8+CON +5+CON d8/level WIS, CHA Medium, shield Druid 8+CON +5+CON d8/level INT, WIS Medium, shield Fighter 10+CON +6+CON d10/level STR, CON Heavy, shield Monk 8+CON +5+CON d8/level STR, DEX None Paladin 10+CON +6+CON d10/level WIS, CHA Heavy, shield Ranger 10+CON +6+CON d10/level STR, DEX Medium, shield Rogue 8+CON +5+CON d8/level DEX, INT Light Sorcerer 6+CON +4+CON d6/level CON, CHA None Warlock 8+CON +5+CON d8/level WIS, CHA Light Wizard 6+CON +4+CON d6/level INT, WIS None
Weapon damage by class Class Light One-handed melee Two-handed melee Ranged Barbarian 1d8 1d8 2d6 1d8 Bard 1d6 1d8 1d10 1d8 Cleric 1d4 1d6 1d10 1d6 Druid 1d4 1d6 1d10 1d4 Fighter 1d8 1d10 1d12 1d8 Monk* 1d6 1d8 1d12 1d6 Paladin 1d6 1d8 1d12 1d8 Ranger 1d6 1d8 2d6 1d10 Rogue 1d6 1d8 2d6 1d8 Sorcerer 1d4 1d6 1d8 1d6 Warlock 1d4 1d6 1d10 1d6 Wizard 1d4 1d6 1d8 1d6 * The monk treats unarmed strikes as one-handed melee weapons, as well as light weapons and dual wielding weapons (if the monk has both hands free). Equipment If you prefer, you can just go with the equipment choices in the Player's Handbook. Every character begins with an equipment pack of their choice (page 151 of the Player's Handbook). They also start with the following: Class Weapons Focus Shield Armour Other Barbarian 3 Bard 2 Musical instrument Light Cleric 2 Holy symbol Y Light or medium Druid 1 Druidic focus Y Light Fighter 3 Y Light or medium Monk 2 Paladin 2 Holy symbol Y Light or medium Ranger 3 Light or medium Rogue 3 Light Thieves' tools Sorcerer 2 Arcane focus or spell component pouch Warlock 3 Arcane focus or spell component pouch Wizard 1 Arcane focus or spell component pouch Spellbook Shield: You can swap your shield for another weapon choice, if you prefer. Focus: A focus allows you to cast your spells. If you want to mix it up, and have a musical cleric (a cantor) who casts with a lute or a herbologist druid who casts with a spell component pouch, that is very cool.
Weapons: Each choice allows you to choose another light weapon, one-handed melee weapon, two-handed melee weapon or ranged weapon. Note that ranged weapons come with ammunition and you might get multiple weapons if you choose light weapons. Examples: Light: Four javelins, 20 darts, two handaxes, two daggers, a shortsword One-handed melee: A rapier, a scimitar, a longsword, mace, warhammer Two-handed melee: A greataxe, a greatsword, a longspear, a halberd Ranged: A crossbow with 20 bolts, a longbow with 20 arrows Step five: Background Choose a background from the list in the Players Handbook. You are proficient in a skill called your background name. For example, the Outlander skill could be rolled to track, to forage provisions, to hide in the wilderness, etc. You also have the background feature. You also get the background's starting equipment. Step six: Stats Proficiency bonus: +2 (at first level) Spells DCs: 8 + proficiency bonus + your primary ability. While called spells DC, this is actually the DC for any save that you force a creature to make through the use of your racial or class features. Spell attacks: 1d20 + proficiency bonus + your primary ability Attacks Light weapons include thrown weapons and improvised weapons. They are one-handed. Ranged weapons are always two-handed. Your options for hands are therefore: Option Dominant hand Other hand Empty hands* Nothing Nothing Empty Hand casting* Focus Nothing Einhander* One-handed weapon or light weapon Nothing Spells-and-sword One-handed weapon or light weapon Focus Sword-and-board One-handed weapon or light weapon Shield Shield-and-sorcery Focus Shield Two-hander Two-handed weapon Nothing Ranged Ranged weapon Nothing Dual wield One-handed weapon or light weapon Light weapon or one-handed weapon
* Suboptimal. Always better to dual wield. The one exception is if you plan to grapple. Even then, you can drop your weapon just before grappling. Melee attacks: 1d20 + STR + proficiency bonus (if you're proficient in that weapon). Add your STR to damage. Alternatively, if attacking with a light weapon in melee, you may substitute DEX for STR, for attacks and damage. Ranged attacks: 1d20 + DEX + proficiency bonus (if you're proficient in that weapon). Add your DEX to damage. Alternatively, if attacking with a light weapon at range (i.e. you are throwing it), you may substitute STR for DEX, for attacks and damage. You still do your light weapon damage, not your ranged weapon damage. Duel wielding: If you dual wield, use your two-handed melee damage if you are attacking in melee. If you attack at range, use your ranged damage (you can only dual-wield light weapons at range, since they can be thrown). If dual-wielding with one or two light weapons, you can choose whether to add your STR or your DEX to the damage. Flurry of blows: Before you make an attack with your action, you can declare a flurry of blows. Your attack only does half damage (round down). However, you can make a second attack with your bonus action. This attack also only does half damage (round down). If dual-wielding light weapons, it is possible with a flurry of blows to make one attack in melee and one at a range. Armours AC (in no armour): 10 + DEX AC (in light armour): 12 + DEX + 2 (if shield, if proficient with shield) AC (in medium armour): 14 + DEX (max. +2) + 2 (if shield, if proficient with shield) AC (in heavy armour): 17 + 2 (if shield, if proficient with shield). Requires STR +2 or more. Also, gives disadvantage on all stealth checks. Combat Advice In general, you should wear the heaviest armour that you are proficient in. Clear exceptions are: If your DEX is +3, you should wear light armour instead of medium (heavy armour is still better if you have that option). If your DEX is +5, you should wear light armour instead of heavy.
What to roll For most challenges, roll: 1d20 + the relevant ability + proficiency bonus (if your race, class or background are relevant) DC 10 (easy), 15 (moderate), 20 (hard) For saves, roll: 1d20 + the relevant ability + proficiency bonus (if you're proficient in the appropriate save) DC 10 (easy), 15 (moderate), 20 (hard) Remember you get advantage on saving throws that your race should be good at.
Levelling up Your proficiency bonus increases by +1 at levels 5, 9, 13 and 17. At levels 4, 8, 12, 16 and 19, follow the table: Level Ability Score 4 One of your non-primary, non-secondary abilities increases by 1. 8 Your primary ability increases to +5. 12 Your secondary ability increases to +4. 16 One of your non-primary, non-secondary abilities increases by 1. 19 Your secondary ability increases to +5.
Character Creation Examples Walkthrough Step One: I've heard interesting things about the 5 th edition bard, so I choose that class. CHA +4, DEX +3. Step Two: I like the idea of an orc, angrily banging on his elfskin drums. Diehard 1/day Step Three: What kind of orc doesn't have terrific hardiness and forcefulness? I'll go CON +2, STR +1. Orcs are a little stupider than they are rash, I think, so I'll go WIS +0, INT -1. Step Four: Back to my class, bard. I copy down my class features from the Player's Handbook, including spells. I also note down the HP and so on from the Microlite5E document. Spellcasting (2 cantrips, 4 spells known, 2 1 st -level spell slots), bardic inspiration (d6) (CHA/day; i.e. 4/day) HP 8+CON (i.e., 10), HD d8, proficiency with DEX and CHA saves, proficiency with light armour Damage: light, 1d6; 1H, 1d8; 2H, 1d10; ranged, 1d8 Phew, that's a lot to take in. I'll go with the quick build defaults for spells: dancing lights, vicious mockery (cantrips); charm person, detect magic, healing word, thunderwave (1 st -level). I also get equipment: pack (diplomat's), light weapon (two daggers), one-handed melee weapon (rapier), musical instrument drums, light armour (leather). Step Five: I have to choose a background suitable for my orc bard. I think Criminal is a nice touch. As with Orc and Bard, Criminal is a skill for me when it is appropriate to a roll, I add my proficiency bonus. I also get the equipment listed in the Player's Handbook crowbar, set of dark common clothes (including a hood!), belt pouch (15gp). I also get the background feature. Criminal Contact Step Six: This is the most daunting part, but I conclude: Spells DC: 14 (8 + 2 + CHA) Spell attacks: 1d20+6 AC: 15
Attacks with my rapier: +3 (2 + STR), damage: 1d8+1 Attacks with my dagger: +5 (2 + DEX), damage: 1d6+3 Rapier and dagger: +5 (2 + DEX), damage: 1d10+3 (melee) I know which one I'll be going with. And that's it! Here's my completed character: Criminal Orc Bard. STR +1, DEX +3, CON +2, INT -1, WIS +0, CHA +4. HP 10, HD 1d8, AC 15 (light), Saves proficient DEX and CHA (+2), advantage on Orc Rapier and dagger +5 (1d10+3), dagger +5 (1d6+3) Skills Orc, Bard, Criminal SQ Diehard 1/day; bardic inspiration (d6, 4/day); Criminal Contact Spells (cantrips) dancing lights, vicious mockery (2/day, 1 st -level) charm person, detect magic, healing word, thunderwave Equipment rapier, diplomat's pack, elfskin drums, leather armour, two daggers, crowbar, set of dark common clothes (including a hood!), belt pouch (15gp). Example characters Entertainer Forest Gnome Warlock (Fey Pact). STR -1, DEX +2, CON +3, INT +1, WIS +0, CHA +4. HP 11, HD 1d8, AC 14 (light), Saves proficient WIS and CHA (+2), advantage on Forest Gnome Light crossbow +4 (1d6+2), dagger +4 (1d4+2) Skills Forest Gnome, Warlock, Entertainer SQ cantrips (chill touch, minor illusion, mage hand); talk to Small animals; fey presence (1/encounter); By Popular Demand Spells (2/encounter, 1 st -level) faerie fire, sleep Equipment arcane focus, scholar's pack, leather armour, spear, two daggers, lute, love letter, costume, belt pouch (15gp) Charlatan Orc Paladin. STR +4, DEX +0, CON +1, INT -1, WIS +2, CHA +3. HP 11, HD 1d10, AC 19 (heavy, shield), Saves proficient WIS and CHA (+2), advantage on Orc Longsword +6 (1d8+4), javelin +6 (1d6+4) Skills Orc, Paladin, Charlatan; disadvantage on stealth SQ divine sense (4/day); diehard (1/day); lay on hands; False Identity Equipment longsword, shield, x5 javelins, priest's pack, chain mail, holy symbol, set of fine clothes, disguise kit, set of weighted dice, belt pouch (15gp)
Sage Tiefling Monk. STR +1, DEX +4, CON +2, INT +0, WIS +3, CHA -1. HP 10, HD 1d8, AC 17, Saves proficient STR and DEX (+2), advantage on Tiefling Two unarmed +6 (1d12+4), dart +6 (1d6+4) Skills Tiefling, Monk, Sage SQ unarmoured defence, martial artist, hellish rebuke 1/day, resist fire; Researcher Equipment shortsword, 10 darts, dungeoneer's pack, a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, belt pouch (10gp)
Monster Creation Choose a Challenge Rating Challenge Rating Proficiency Bonus Hit Points Armour Class DPR Points Attack Bonus 1 +2 80 11 12 +1 2 +2 95 11 18 +1 3 +2 110 11 24 +2 4 +2 125 12 30 +3 5 +3 140 13 36 +4 6 +3 155 13 42 +4 7 +3 170 13 48 +4 8 +3 185 14 54 +5 9 +4 200 14 60 +5 10 +4 215 15 66 +5 11 +4 230 15 72 +6 12 +4 245 15 78 +6 13 +5 260 16 84 +6 14 +5 275 16 90 +6 15 +5 290 16 96 +6 16 +5 305 16 102 +7 17 +6 320 17 108 +8 18 +6 335 17 114 +8 19 +6 350 17 120 +8 20 +6 380 17 135 +8 21 +7 425 17 153 +9 22 +7 470 17 171 +9 23 +7 515 17 189 +9 24 +7 560 17 207 +10 25 +8 605 17 225 +10 26 +8 650 17 243 +10 27 +8 695 17 261 +11 28 +8 740 17 279 +11 29 +9 785 17 297 +11 30 +9 830 17 315 +12 Choose an approach Offensive: +4 attacks and save DCs. Proficient in one of CON, DEX or WIS. Proficient in one of STR, INT, CHA. Defensive: +4 AC. Proficient in one of CON, DEX or WIS. Proficient in one of STR, INT, CHA.
Balanced: +1 AC. +1 attacks and save DCs. Proficient in two of CON, DEX or WIS. Proficient in two of STR, INT, CHA. Flying: +2 attacks and save DCs. Flight. Proficient in one of CON, DEX or WIS. Proficient in one of STR, INT, CHA. Ability modifiers Distribute +4, +3, +2, +1, +0 and -2 among Strength modifier, Dexterity modifier, Constitution modifier, Intelligence modifier, Wisdom modifier and Charisma modifier. Treat the monster as proficient in a skill that is simply the monster's name, so black dragons are proficient in all Black Dragon checks and stone giants are proficient in all Stone Giant checks. (ALT: +4 for best, -2 for worst, +1 for all others?) Powers Choose an array. DPR is the number of DPR points that you have. So if you have 12 DPR points, a power that has 2 DPR does 24 damage and one that has 0.5 DPR does 6 damage. Dragon: Breath weapon (once every 1d4+1 rounds as an action, 60-foot cone, DEX save to avoid damage, damage = DPR). Bite (basic melee attack, damage = ½ DPR). Demon: Aura (all creatures within 5 feet take 0.3 DPR at the beginning of their turns). Trident (basic melee attack, damage = 0.6 DPR). Hellfire cannon (basic ranged attack, damage = 0.6 DPR). Elemental: Death Throes (all creatures within 30 feet make a CON save or take 0.6 DPR when this monster dies). Smash (basic melee attack, damage = 0.6 DPR). Beast: Multiattack (make one Claw attack and one Bite attack as an action). Claw (basic melee attack, damage = 0.5 DPR). Bite (basic melee attack, damage = 0.5 DPR). Robot: Mind Surge (once every 3 rounds as an action, a single creature within 100 feet makes a WIS save or takes 0.7 DPR). Laser Beam (a single creature within 100 feet takes 0.35 DPR automatically). Circular Saw (basic melee attack, damage = 0.35 DPR). Giant: Punch (basic melee attack, damage = 1 DPR). Boulder (basic ranged attack, damage = 1 DPR). Resistances If the monster has a substantial number of resistances or a small number of immunities, multiply its hit points by the following values: 0.5 (Challenge Rating 1-4), 0.7 (CR 5-10), 0.8 (CR 11-16), 1 (CR 17 and up).
Modules Languages You know Common, your racial language, and a number of additional languages equal to your INT bonus. If you have INT -1, you do not know Common only your racial language. Custom Skills Instead of getting your background, your race and your class as your three skills, you can choose three skills, one based on each of your background, your race and your class. For example, instead of Human you might choose Raised by Wolves or Of the Steppe People; instead of Elf, Refugee of Rivendell or Elven Noble. Feats Instead of getting an ability score increase at level 4, 8, 12, 16 or 19, you choose one feat. This pauses the track for one step, so if you chose a feat at level 4, you get the level 4 ability boost at level 8. If you chose a feat then too, you'd only get the level 4 ability boost at level 12. If a feat gives an ability bonus, ignore it. Instead, choose a second feat that also gives an ability bonus (ignore that ability bonus too). Ability Score Flexibility Instead of having your primary ability set to +4 and your secondary to +3, you can choose how to distribute your +4, +3, +2, +1, +0 and -1. Your primary ability is still your primary ability, even if you set it to -1. In that case, use the following table. Level Ability Score 4 One of your non-primary, non-secondary abilities increases by 1. 8 Your primary ability increases by 1. 12 Your secondary ability increases by 1. 16 One of your non-primary, non-secondary abilities increases by 1. 19 Your secondary ability increases by 1.